Is it possible to get fractional xy positions from touch events?

After using Corona for a few years, we’d only just noticed that if you set your default screen size to 320*480 and then build to an ipad retina screen, the xy position of touch events are still in the 0-320 range (well -20 to 340 actually due to the wider screen ratio).

This means that while dragging on a larger screen you have to move 4 or 5 pixels in order for it to register that you have moved 1 gamespace pixel. I realise that one solution is to have the larger size as your base size and then scale down for other devices, but that doesn’t seem very sensible given that screen resolutions constantly get bigger.  

Is there any way to activate fractional pixel movement, so that when I move my finger 1 pixel on the retina ipad it converts it to ~0.2 3GS pixels worth of movement in game?

Not that I know of. This is one of the reasons why I increased my base size to be “retina iPhone size”. 

I then have @0.5x graphics for smaller screens and @2x for retina iPad and the like.

this ought to be configurable (defaulting to “as-is” for compatibility reasons) as it really mucks up the whole resolution-independent thingy. the engine apparently truncates during content scaling, but we should be able to direct it not to:

system.setFractionalEventCoordinates(true) -- or, alternatively :D native.giveMeHighResolutionEventCoordinatesOrIWillCry(true)

Not that I know of. This is one of the reasons why I increased my base size to be “retina iPhone size”. 

I then have @0.5x graphics for smaller screens and @2x for retina iPad and the like.

this ought to be configurable (defaulting to “as-is” for compatibility reasons) as it really mucks up the whole resolution-independent thingy. the engine apparently truncates during content scaling, but we should be able to direct it not to:

system.setFractionalEventCoordinates(true) -- or, alternatively :D native.giveMeHighResolutionEventCoordinatesOrIWillCry(true)